sqwarmed/sdk_src/game/server/flex_expresser.h

61 lines
1.8 KiB
C++

//========= Copyright © 1996-2005, Valve Corporation, All rights reserved. ============//
//
// Purpose: A CBaseFlex, with an Expresser so that it can
//
// $NoKeywords: $
//=============================================================================//
#ifndef FLEX_EXPRESSER_H
#define FLEX_EXPRESSER_H
#ifdef _WIN32
#pragma once
#endif
#include "flexcycler.h"
#include "ai_speech.h"
#define FCYCLER_NOTSOLID 1
class CFlexExpresserShim : public CFlexCycler
{
public:
inline CAI_Expresser *GetExpresser( void ) { return m_pExpresser; }
inline const CAI_Expresser *GetMultiplayerExpresser( void ) const { return m_pExpresser; }
protected:
CAI_Expresser *m_pExpresser;
};
class CFlexExpresser : public CAI_ExpresserHost<CFlexExpresserShim>
{
DECLARE_CLASS( CFlexExpresser, CAI_ExpresserHost<CFlexExpresserShim> );
public:
DECLARE_DATADESC();
CFlexExpresser();
~CFlexExpresser();
inline CAI_Expresser *GetExpresser( void ) { return m_pExpresser; }
inline const CAI_Expresser *GetMultiplayerExpresser( void ) const { return m_pExpresser; }
virtual IResponseSystem *GetResponseSystem( void );
virtual void Spawn();
void Think( void );
virtual int OnTakeDamage( const CTakeDamageInfo &info ); //< stubbed out, does nothing, flexexpressers are immortal
void InputSpeakResponseConcept( inputdata_t &inputdata );
/// given a pointer to a CBaseEntity, return a CFlexExpresser * if that base entity is a prop_talker, NULL otherwise
/// (hopefully faster than dynamic_cast). Passing NULL is safe.
static CFlexExpresser *AsFlexExpresser( CBaseEntity *pEntity );
float m_flThenAnyMaxDist; //< if nonzero, override the maximum dispatch distance for a THEN ANY followup.
protected:
CAI_Expresser *CreateExpresser( void );
};
#endif // FLEX_EXPRESSER_H